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198 lines
12 KiB
C++
198 lines
12 KiB
C++
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#ifndef ISTEAMUSER021_H
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#define ISTEAMUSER021_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamUser021
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{
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public:
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// returns the HSteamUser this interface represents
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// this is only used internally by the API, and by a few select interfaces that support multi-user
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virtual HSteamUser GetHSteamUser() = 0;
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// returns true if the Steam client current has a live connection to the Steam servers.
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// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
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// The Steam client will automatically be trying to recreate the connection as often as possible.
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virtual bool BLoggedOn() = 0;
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// returns the CSteamID of the account currently logged into the Steam client
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// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
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virtual CSteamID GetSteamID() = 0;
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// Multiplayer Authentication functions
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// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
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// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
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//
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// Parameters:
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// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
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// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
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//
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// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
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// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
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virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0;
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// notify of disconnect
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// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
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virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0;
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// Legacy functions
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// used by only a few games to track usage events
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virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;
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// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
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// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
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virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;
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// Starts voice recording. Once started, use GetVoice() to get the data
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virtual void StartVoiceRecording( ) = 0;
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// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
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// a little bit after this function is called. GetVoice() should continue to be called until it returns
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// k_eVoiceResultNotRecording
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virtual void StopVoiceRecording( ) = 0;
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// Determine the size of captured audio data that is available from GetVoice.
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// Most applications will only use compressed data and should ignore the other
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// parameters, which exist primarily for backwards compatibility. See comments
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// below for further explanation of "uncompressed" data.
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virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0;
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// ---------------------------------------------------------------------------
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// NOTE: "uncompressed" audio is a deprecated feature and should not be used
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// by most applications. It is raw single-channel 16-bit PCM wave data which
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// may have been run through preprocessing filters and/or had silence removed,
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// so the uncompressed audio could have a shorter duration than you expect.
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// There may be no data at all during long periods of silence. Also, fetching
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// uncompressed audio will cause GetVoice to discard any leftover compressed
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// audio, so you must fetch both types at once. Finally, GetAvailableVoice is
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// not precisely accurate when the uncompressed size is requested. So if you
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// really need to use uncompressed audio, you should call GetVoice frequently
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// with two very large (20kb+) output buffers instead of trying to allocate
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// perfectly-sized buffers. But most applications should ignore all of these
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// details and simply leave the "uncompressed" parameters as NULL/zero.
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// ---------------------------------------------------------------------------
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// Read captured audio data from the microphone buffer. This should be called
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// at least once per frame, and preferably every few milliseconds, to keep the
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// microphone input delay as low as possible. Most applications will only use
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// compressed data and should pass NULL/zero for the "uncompressed" parameters.
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// Compressed data can be transmitted by your application and decoded into raw
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// using the DecompressVoice function below.
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virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0;
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// Decodes the compressed voice data returned by GetVoice. The output data is
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// raw single-channel 16-bit PCM audio. The decoder supports any sample rate
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// from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
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// If the output buffer is not large enough, then *nBytesWritten will be set
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// to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
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// It is suggested to start with a 20kb buffer and reallocate as necessary.
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virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0;
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// This returns the native sample rate of the Steam voice decompressor; using
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// this sample rate for DecompressVoice will perform the least CPU processing.
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// However, the final audio quality will depend on how well the audio device
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// (and/or your application's audio output SDK) deals with lower sample rates.
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// You may find that you get the best audio output quality when you ignore
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// this function and use the native sample rate of your audio output device,
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// which is usually 48000 or 44100.
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virtual uint32 GetVoiceOptimalSampleRate() = 0;
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// Retrieve ticket to be sent to the entity who wishes to authenticate you.
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// pcbTicket retrieves the length of the actual ticket.
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virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
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// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
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virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;
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// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
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virtual void EndAuthSession( CSteamID steamID ) = 0;
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// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
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virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;
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// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
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// to determine if the user owns downloadable content specified by the provided AppID.
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virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
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// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam
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// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
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virtual bool BIsBehindNAT() = 0;
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// set data to be replicated to friends so that they can join your game
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// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
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// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
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virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0;
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// Requests a ticket encrypted with an app specific shared key
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// pDataToInclude, cbDataToInclude will be encrypted into the ticket
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// ( This is asynchronous, you must wait for the ticket to be completed by the server )
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STEAM_CALL_RESULT( EncryptedAppTicketResponse_t )
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virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0;
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// Retrieves a finished ticket.
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// If no ticket is available, or your buffer is too small, returns false.
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// Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer
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// (if true was returned), or the size needed (if false was returned). To determine the
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// proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket
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// is available, *pcbTicket will contain the size needed, otherwise it will be zero.
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virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;
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// Trading Card badges data access
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// if you only have one set of cards, the series will be 1
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// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
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virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0;
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// gets the Steam Level of the user, as shown on their profile
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virtual int GetPlayerSteamLevel() = 0;
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// Requests a URL which authenticates an in-game browser for store check-out,
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// and then redirects to the specified URL. As long as the in-game browser
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// accepts and handles session cookies, Steam microtransaction checkout pages
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// will automatically recognize the user instead of presenting a login page.
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// The result of this API call will be a StoreAuthURLResponse_t callback.
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// NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
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// so you should only call this API when you are about to launch the browser,
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// or else immediately navigate to the result URL using a hidden browser window.
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// NOTE 2: The resulting authorization cookie has an expiration time of one day,
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// so it would be a good idea to request and visit a new auth URL every 12 hours.
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STEAM_CALL_RESULT( StoreAuthURLResponse_t )
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virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0;
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// gets whether the users phone number is verified
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virtual bool BIsPhoneVerified() = 0;
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// gets whether the user has two factor enabled on their account
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virtual bool BIsTwoFactorEnabled() = 0;
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// gets whether the users phone number is identifying
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virtual bool BIsPhoneIdentifying() = 0;
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// gets whether the users phone number is awaiting (re)verification
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virtual bool BIsPhoneRequiringVerification() = 0;
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STEAM_CALL_RESULT( MarketEligibilityResponse_t )
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virtual SteamAPICall_t GetMarketEligibility() = 0;
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// Retrieves anti indulgence / duration control for current user
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STEAM_CALL_RESULT( DurationControl_t )
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virtual SteamAPICall_t GetDurationControl() = 0;
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// Advise steam china duration control system about the online state of the game.
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// This will prevent offline gameplay time from counting against a user's
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// playtime limits.
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virtual bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) = 0;
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};
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#endif // ISTEAMUSER021_H
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